User:The 42nd Gecko/Sandbox Name

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Author: The 42nd Gecko (talk)
Date Created: 1/7/2013
Status: I have only begun to fight!
Editing: Clarity edits only please
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A hybrid sneak-attack caster version of the Abstruse Cardshark 20 1 Poor Good Good Other



Subtle Cardshark[edit]

The Subtle Cardshark enjoys playing what fortune deals him from his mystic deck, but is quite willing to cheat if things don't go his way.

Making a Subtle Cardshark[edit]

A Subtle Cardshark has a dizzying array of randomly drawn spells, though less than an Abstruse Cardshark, but, if the luck of the draw fails him, he'll deal bad luck out to his enemies.

Abilities: Wisdom and Charisma improve your spellcasting ability with the cards, while Dexterity is useful for dealing consistent ranged damage with lucky blow.

Races: Any race that enjoys gambling with one's life on the line may enjoy this class. Elves and Gnomes may enjoy the whimsy winds of fate, while a halfling may call on their legendary luck.

Alignment: Any

Starting Gold: 100; 4d4×10 gp

Starting Age: Simple

Table: The Subtle Cardshark

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Maximum Card Denomination Base
Hand Size
Fort Ref Will
1st +0 +0 +2 +2 Ace (Low) 1
2nd +1 +0 +3 +3 Lucky Strike +1d6 Ace (Low) 1
3rd +2 +1 +3 +3 Two 1
4th +3 +1 +4 +4 Two 1
5th +3 +1 +4 +4 Lucky Strike +2d6 Three 1
6th +4 +2 +5 +5 Three 2
7th +5 +2 +5 +5 Four 2
8th +6/1 +2 +6 +6 Lucky Strike +3d6 Four 2
9th +6/1 +3 +6 +6 Five 2
10th +7/2 +3 +7 +7 Five 2
11th +8/3 +3 +7 +7 Lucky Strike +4d6 Six 3
12th +9/+4 +4 +8 +8 Six 3
13th +9/+4 +4 +8 +8 Seven 3
14th +10/+5 +4 +9 +9 Lucky Strike +5d6 Seven 3
15th +11/+6/+1 +5 +9 +9 Eight 3
16th +12/+7/+2 +5 +10 +10 Eight 4
17th +12/+7/+2 +5 +10 +10 Lucky Strike +6d6 Nine 4
18th +13/+8/+3 +6 +11 +11 Nine 4
19th +14/+9/+4 +6 +11 +11 Ten 4
20th +15/+10/+5 +6 +12 +12 Lucky Strike +7d6 Ten 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Use Magic Device (Cha).


Class Features[edit]

All of the following are class features of the Subtle Cardshark.

Weapon and Armor Proficiency: Subtle Cardsharks are proficient with Daggers, Darts, Throwing Cards, and light armor, although they suffer from arcane spell failure while wearing it.

Cards: Subtle Cardsharks cast spells using a special deckbuilding scheme. After a full 8-hour rest, the Subtle Cardshark summons sequential sets of cards from up to three different suits. In order to summon a higher card, he must have the card immediately lower to it in his deck, of the same suit (with the exception of the Ace, of course, since it's the lowest). He cannot summon more than one of each card. He then shuffles those cards together, says some magical words on them, and draws a number of cards equal to his maximum hand size (normally his Base Hand Size plus his Charisma modifier).

The Subtle Cardshark can only play cards that are in his hand. Whenever he plays a card, that card disappears in a puff of smoke. Once he is out of cards, he may spend a full round action that does not provoke an attack of opportunity shuffling and drawing a new hand from his deck. It is physically impossible to draw a card from the deck while there are a number of cards equal to his maximum hand size out of it.

Playing a card is a spell-like ability.

Although the Ace is listed as both Ace (Low) and Ace (High), there is only one of it per suit (the Ace), and which effect you want to make happen is up to you when you play it from your hand (although, of course, you can't choose to play it as an Ace (High) unless it is unlocked somehow)

The Save DCs for an Subtle Cardshark's cards are equal to 10 + half his Hit Dice + his Wisdom modifier.

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

Lucky Strike(Su): At second level, a Subtle Cardshark can draw upon his powers of fortune to deal additional damage against his opponents.

A Subtle Cardshark's first attack in any round deals extra damage. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three Subtle Cardshark levels thereafter. Should the Subtle Cardshark score a critical hit with a lucky strike, this extra damage is not multiplied.

Ranged attacks can count as lucky strikes only if the target is within 30 feet.

A Subtle Cardshark can lucky strike only against living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to lucky strike. Any ability that would allow sneak attack to work on a target also allows lucky strike to work on that target.

Splash weapons, such as alchemist's fire, deal only 1 damage per d6 in bonus damage on a lucky strike, but it applies on both any directly hit targets and to splash damage.

Devil's Discard(Su): At fourth level, a Subtle Cardshark can, as a swift action, discard a card from his hand to grant his next lucky strike within one minute a special debuff. You may choose any debuff at or below the card you discard. Unless otherwise specified, your lucky strike does not have to hit or deal its extra damage (such as if prevented by the target being immune to critical hits). The target just has to be in range for you to attempt a lucky strike. The Save DCs for an Subtle Cardshark's Devil's Discard are equal to 10 + half his Hit Dice + his Wisdom modifier.

Ace Low: Upon discarding an Ace, the target must make a will save or suffer a -5 on attack rolls (this penalty cannot apply beyond requiring a 16+ to hit a target.) This lasts for a number of rounds equal to the Subtle Cardshark's Charisma modifier.

Ace High: Upon discarding an Ace, the target must make a reflex save or the Subtle Cardshark may double the result of the Lucky Strike dice before adding it to damage.

Two Pair Upon discarding a Two, the Subtle Cardshark may make a second lucky strike with a bonus on damage equal to his dexterity modifier if his first attack hits. The Two must be discarded before it is determined if the first attack hits.

Three's Company: Upon discarding a Three, the target must make a will save or be treated as flanked by anyone attacking them in melee. This lasts for a number of rounds equal to the Subtle Cardshark's Charisma modifier.

Four of a Kind: Upon discarding a Four, the Subtle Cardshark is immediately surrounded by four mirror images (as the spell mirror image). As a swift action, he may order any number of these mirror images to increase the power of the Subtle Cardshark's next Lucky Strike this turn by 1d6 damage and +1 to hit as they mirror his attack, destroying them after the attack is finished.

Full House: Upon discarding a Five, the target must make a fortitude saving throw or suffer 25 damage and be sickened. The Sickened lasts a number of rounds equal to the Subtle Cardshark's Charisma modifier.

<-Lather, rinse...->

<-... repeat as necessary.->

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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